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Moving Underground?
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the1corrupted
Grenadier


Joined: 02 Dec 2007

PostPosted: Sun Dec 23, 2007 10:10 pm    Post subject:  Moving Underground? Reply with quote  Mark this post and the followings unread

Can someone give me the rules to make something move underground? I have a tunneler APC and it didn't come with rules.

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Dupl3xxx
Commander


Joined: 22 Aug 2006
Location: somewhere south of the north pole

PostPosted: Sun Dec 23, 2007 11:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

If you have TS, look threw the rules, if not, look into TibEd, it can give you the loco and movemenzone, but do not use it for anything else, as it works as a small dictionary, or modenc and goto INI flags Wink

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Mon Dec 24, 2007 11:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Please, delete the TibEd part of your post. Suggesting that is very bad... Rolling Eyes

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Mon Dec 24, 2007 5:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

*sorry for off topic*
what exactly is wrong with TIBED? i dont even download n patch because i hear bad mouthing around here... what exactly is wrong with it? O_o

i just want one post answer, i dont need a lide story k? i also dont want to hijack this topic, just one person give me a simple answer.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Mon Dec 24, 2007 6:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

It is a tool to edit the game. Only you don't do it manual, you just click on some buttons and it creates what you want. Downside of the program is that it f*cks up your coding, it places coding (almost) randomly in your rules.ini, and you can't add new images (voxels, shp, etc...).
That's why it's bad Wink

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the1corrupted
Grenadier


Joined: 02 Dec 2007

PostPosted: Mon Dec 24, 2007 6:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

So back on topic.. Is there a way so that the APC appears solid but when it moves, it digs underground and is cloaked so the enemy won't shoot it?

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Tue Dec 25, 2007 3:04 am    Post subject: Reply with quote  Mark this post and the followings unread

The cloak is part of the underground movement, though it will still appear on radar. Add the following to your vehicle, seeing as it's obvious you don't own TS:

Locomotor={ 4A582743-9839-11d1-B709-00A024DDAFD1 }
MovementZone=Subterainean
((WW and theur spelink (Also, not quite sure if its SpeedType or MovementZone))

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djohe
Cyborg Informer


Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Tue Dec 25, 2007 8:08 am    Post subject: Reply with quote  Mark this post and the followings unread

4StarGeneral wrote:
The cloak is part of the underground movement, though it will still appear on radar. Add the following to your vehicle, seeing as it's obvious you don't own TS:

Locomotor={ 4A582743-9839-11d1-B709-00A024DDAFD1 }
MovementZone=Subterainean
((WW and theur spelink (Also, not quite sure if its SpeedType or MovementZone))


Learn to spell dude its:
Locomotor={4A582743-9839-11d1-B709-00A024DDAFD1}
MovementZone=Subterannean

the1corrupted wrote:
So back on topic.. Is there a way so that the APC appears solid but when it moves, it digs underground and is cloaked so the enemy won't shoot it?


The only way is to make it: Cloakable=yes ;as in stealth, there is no other way from what I know sorry.

(The CloakStop= line dont work in TS/RA2 and it does the opposite of what you want if it worked Laughing )

You may also want to fool around with CloakingSpeed=5 ;(the lower number the faster the cloak transistion(ugh! spelling) is)

wardeathfun wrote:
*sorry for off topic*
what exactly is wrong with TIBED? i dont even download n patch because i hear bad mouthing around here... what exactly is wrong with it? O_o


It will ****(bad word) your Rules(md).ini up! Like Dutchygamer said

Also you will learn better if you use wordpad/notepad built into Windows. TibED also got several limitations. Never use TibED, if you do you need to start all over again becaus your Rules(md).ini is ****** up!

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CnCStalker
Combat Engineer


Joined: 23 Dec 2007
Location: Disorder and Chaos

PostPosted: Tue Dec 25, 2007 8:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Its SUBTERRANEAN, but hey why are we talking about the wrong spellings (duh!) definitley offtopic! At least the1corrupted's problem is solved!

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Tue Dec 25, 2007 6:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

lets not go off topic to much! i am sorry i started that :p

i am going to make this unit for i wanted it for some time but didnt want to make a topic for i made topics for other things instead (most of them that have yet been answered >_< so do not close the topic yet! i will screw up somehow!

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the1corrupted
Grenadier


Joined: 02 Dec 2007

PostPosted: Tue Dec 25, 2007 6:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes, but now it seems I have an APC that infiltrates enemy bases... wewt.... Besides, this whole subterranean thing seems to have no value.. I want the apc to be able to go UNDER walls, dig into cliffs and appear on the upper part, violating the point of most ground obstacles but apparently that doesn't happen...

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Wed Dec 26, 2007 7:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ehmm, with the codes given here, they should do that. I guess you have never played TS before? Or at least have seen the SubTank or the Sub APC...

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the1corrupted
Grenadier


Joined: 02 Dec 2007

PostPosted: Wed Dec 26, 2007 7:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, then I don't think the function works in RA2/YR...

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Wed Dec 26, 2007 8:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

*sigh*
Do you know the mod Mental Omega? In that mod Yuri has an subterrenean APC, so the codes do work...

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Wed Dec 26, 2007 8:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

it works but it sucks, the tank pops out of the ground just to shoot a wall.... and it cant go under water.

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the1corrupted
Grenadier


Joined: 02 Dec 2007

PostPosted: Wed Dec 26, 2007 10:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

I tried Mental Omega but it wouldn't work for me.

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SSTG
Rocket Cyborg


Joined: 19 Nov 2007

PostPosted: Thu Dec 27, 2007 2:28 am    Post subject: Reply with quote  Mark this post and the followings unread

there's a Deezire tutorial on making a subterranean unit on revora

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Thu Dec 27, 2007 10:27 am    Post subject: Reply with quote  Mark this post and the followings unread

@ the1corrupted and wardeathfun: That's the sub logic of Tiberian Sun and Red Alert 2. If you don't like it, then bad for you. That is the only way you can have an unit that can go under the ground...

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